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authortreeston <treeston.mmoc@gmail.com>2016-03-24 16:12:53 +0100
committertreeston <treeston.mmoc@gmail.com>2016-04-10 19:49:40 +0200
commit7b1560fccba77ecbdfecd7b33af740aea41b7087 (patch)
tree19e4783dba7cde9f6f936f3e4d78ab3a191132c2 /src/server/game/AI/CreatureAI.h
parent6ca400b35eb44ed1392fdab093f521ee4787a63b (diff)
Entities/Unit: Finally fix no-path evasion.
- When a creature cannot find a path to its victim, it begins evading all attacks and regenerating health. - If this persists for 5 seconds, it evades back to spawn position with new EvadeReason value EVADE_REASON_NO_PATH. - Also some SmartAI cleanup (why oh why does it have so much duplicated code) and getting rid of #defines in favor of type-checked compile-time constants.
Diffstat (limited to 'src/server/game/AI/CreatureAI.h')
-rw-r--r--src/server/game/AI/CreatureAI.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/server/game/AI/CreatureAI.h b/src/server/game/AI/CreatureAI.h
index f175050e107..31b53b888a6 100644
--- a/src/server/game/AI/CreatureAI.h
+++ b/src/server/game/AI/CreatureAI.h
@@ -87,6 +87,7 @@ class TC_GAME_API CreatureAI : public UnitAI
{
EVADE_REASON_NO_HOSTILES, // the creature's threat list is empty
EVADE_REASON_BOUNDARY, // the creature has moved outside its evade boundary
+ EVADE_REASON_NO_PATH, // the creature was unable to reach its target for over 5 seconds
EVADE_REASON_SEQUENCE_BREAK, // this is a boss and the pre-requisite encounters for engaging it are not defeated yet
EVADE_REASON_OTHER
};